[1238] Avatar Haptics should take in velocity
Code-Floof
When touching another player's avatar haptics only play on initial touch, cranking sensitivity to max causes haptics to play constantly on collision. Haptics should play when colliding with the outside of an avatar but based on velocity and how far the hand is in the collider. Small movements should have small haptics while large movements should have stronger haptics. But at the same time collision depth should also affect haptic strength.
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hackspanner
Which controllers do you have? The haptics do behave like you describe. It’s easily apparent on Touch controllers which have strong haptics, but on Index the variation is much less. However, you should still be able to notice velocity changes. You may need to tune the Sensitivity setting until you get the best results. On Index try a 90% strength and an 80% sensitivity.
Code-Floof
hackspanner: quest 2 over virtual desktop
Code-Floof
hackspanner: velocity affects haptic pulses but not intensity so slow moves feel terrible. haptics needs to be more of a float than a bool.
Code-Floof
hackspanner: i take it haptics are staying as pulses?
hackspanner
Code-Floof: Yes, without moving to a newer version of SteamVR, we only have access to pulses. We adjust the frequency of the pulses to simulate intensity. QuestLink to Oculus native can currently give you a bit more of the smoother haptics, with a true intensity.
Code-Floof
That's good to know. Thanks